gunsage 161 Posted August 25, 2015 What might be fun is to make a game called Totally Original RPG Actually You Guys. Have it where you play as Erric and his title is Totally Original Character Do Not Steal Plz. And like every other line of dialogue is pretty much ripped right from another RPG. Yes, I realize it would be absolutely dripping with sarcasm, but hey, it's what I do. 2 Share this post Link to post Share on other sites
zebaroth 6 Posted August 26, 2015 some bashed me for useing premade maps in a chain game but not here thing is i suck at map making and the most i can do is small rooms i would not even try to make a world map so i use rtp a lot in my projects it is what works for me Share this post Link to post Share on other sites
+ CVincent 234 Posted August 27, 2015 RTP is great for first-time developers, except for the fact that it's the face of RPG Maker VX-Ace. Once you hear someone talk about the engine your first thought will probably include something that involves RTP content. This is an issue because these assets have been used to a point where any game that uses it just looks the same no matter what battle system you tack on. I respect developers who make great games using RTP, but a bit of originality and inspiration would go a long way. Considering how many resources are available for free you'd think that people would find it easier to create higher quality content without being bogged down by the presentation that RTP makes. Parallax mapping is one of the best techniques available that can set a game apart from others, if more people who used RTP bothered to learn it then I'm certain people would respect the engine a little more. All this said, I know there are hobbyists in the community but dropping $20 for a quality content pack will make me feel like a developer is investing in their project. There are content sales happening often too, it wouldn't cost much to buy a tileset pack. If a developer makes a great game and uses RTP then I may be willing to look past things but I still have to take it for what it is. some bashed me for useing premade maps in a chain game but not here thing is i suck at map making and the most i can do is small rooms i would not even try to make a world map so i use rtp a lot in my projects it is what works for me RTP is good for practicing, that's as far as I'd take using those resources. You should consider looking into other free resource packs and get in the habit of challenging yourself. I hate to say it but nobody wants to see a crappy generic looking map. There needs to be substance to your creations. I skip over most RTP games now unless I've been following the development of a project for a while. RTP is not bad, however the lack of creativity and inspiration that some developers have to offer is bad. If you want people to play your game then invest in it, don't let your effort go to waste by having negative face value. Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 27, 2015 RTP is great for first-time developers, except for the fact that it's the face of RPG Maker VX-Ace. Once you hear someone talk about the engine your first thought will probably include something that involves RTP content. This is an issue because these assets have been used to a point where any game that uses it just looks the same no matter what battle system you tack on. I respect developers who make great games using RTP, but a bit of originality and inspiration would go a long way. Considering how many resources are available for free you'd think that people would find it easier to create higher quality content without being bogged down by the presentation that RTP makes. Parallax mapping is one of the best techniques available that can set a game apart from others, if more people who used RTP bothered to learn it then I'm certain people would respect the engine a little more. All this said, I know there are hobbyists in the community but dropping $20 for a quality content pack will make me feel like a developer is investing in their project. There are content sales happening often too, it wouldn't cost much to buy a tileset pack. If a developer makes a great game and uses RTP then I may be willing to look past things but I still have to take it for what it is. some bashed me for useing premade maps in a chain game but not here thing is i suck at map making and the most i can do is small rooms i would not even try to make a world map so i use rtp a lot in my projects it is what works for me RTP is good for practicing, that's as far as I'd take using those resources. You should consider looking into other free resource packs and get in the habit of challenging yourself. I hate to say it but nobody wants to see a crappy generic looking map. There needs to be substance to your creations. I skip over most RTP games now unless I've been following the development of a project for a while. RTP is not bad, however the lack of creativity and inspiration that some developers have to offer is bad. If you want people to play your game then invest in it, don't let your effort go to waste by having negative face value. So if you had no idea about my game, World of Chaos, you would skip over it? That's very reassuring. Anywho, kind of defeats the purpose of making a game if it's going to be forgotten easily, due to RTP. It seems that everyone(or at least almost) agrees that a game with RTP will be easily forgotten, some will just skip over it, and some people see it as a "cheap" way to make a game so then, some may think the designer is somewhat lazy. This is very reassuring.(Sarcasm) Not trying to put words in anyone's mouth but if a person is really limited(like myself), technically, they shouldn't be game designing? Share this post Link to post Share on other sites
gunsage 161 Posted August 27, 2015 The big issue is oversaturation and people in general. But as a test, let's try the following. Project 1 - Hey guys, I'm making a game that will be kind of like Game of Thrones, but anime. Here's a screenshot, let me know what you think! Project 2 - Hey guys, I'm making a game that will be like Final Fantasy 6, but not entirely. It will have a lot of really cool dragons and warriors and stuff. I have a screenshot, let me know what you think! Project 3 - Hey guys, I'm nearly finished with a game that- Pass. It is possible that at least one of these games will be awesome (maybe all of them), but they all look the same. The same thing happened (and kinda still does) with FPSs for a while. I used to love FPSs. Duke Nukem 3D, Goldeneye, Perfect Dark, Shadow Warrior (the original one), Rise of the Triad (ditto), Blood, Doom, Quake, No One Lives Forever...I mean, come on. And then everyone wanted to make the next Call of Duty. It became so formulaic that I could barely tell them apart. And here's the thing, I'm more than happy to play any game you guys create on here because we're a community (that and I already offered). But a typical Steam user? Many of them are one step above or right at the point of being a troll. I can't begin to tell you the number of times I've been having trouble playing an older game that SHOULD NOT be on there if it can't run on a modern OS and when I post what issue I'm having the only response I get is "lol u hav winblows 8." Yeah, thanks. And unfortunately, that is the potential audience we're dealing with if we think our game is good enough for Greenlight. Now if it's just something you're doing for fun and you want to get feedback on your writing, eventwork, scripting, mapping...hey, go nuts. But realistically, the RTP should be a starter template of sorts and as your game establishes good progress you work hard to refine it, set in custom tilesets or make your own, etc. I think if you have some RTP it's not a bad thing, but if your end product is solely RTP... 2 Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 27, 2015 The big issue is oversaturation and people in general. But as a test, let's try the following. Project 1 - Hey guys, I'm making a game that will be kind of like Game of Thrones, but anime. Here's a screenshot, let me know what you think! Project 2 - Hey guys, I'm making a game that will be like Final Fantasy 6, but not entirely. It will have a lot of really cool dragons and warriors and stuff. I have a screenshot, let me know what you think! Project 3 - Hey guys, I'm nearly finished with a game that- Pass. It is possible that at least one of these games will be awesome (maybe all of them), but they all look the same. The same thing happened (and kinda still does) with FPSs for a while. I used to love FPSs. Duke Nukem 3D, Goldeneye, Perfect Dark, Shadow Warrior (the original one), Rise of the Triad (ditto), Blood, Doom, Quake, No One Lives Forever...I mean, come on. And then everyone wanted to make the next Call of Duty. It became so formulaic that I could barely tell them apart. And here's the thing, I'm more than happy to play any game you guys create on here because we're a community (that and I already offered). But a typical Steam user? Many of them are one step above or right at the point of being a troll. I can't begin to tell you the number of times I've been having trouble playing an older game that SHOULD NOT be on there if it can't run on a modern OS and when I post what issue I'm having the only response I get is "lol u hav winblows 8." Yeah, thanks. And unfortunately, that is the potential audience we're dealing with if we think our game is good enough for Greenlight. Now if it's just something you're doing for fun and you want to get feedback on your writing, eventwork, scripting, mapping...hey, go nuts. But realistically, the RTP should be a starter template of sorts and as your game establishes good progress you work hard to refine it, set in custom tilesets or make your own, etc. I think if you have some RTP it's not a bad thing, but if your end product is solely RTP... hm... interesting. Share this post Link to post Share on other sites
+ CVincent 234 Posted August 27, 2015 (edited) So if you had no idea about my game, World of Chaos, you would skip over it? That's very reassuring. I look at most RTP games briefly. If I find the project has a good presentation through explaining the plot I'll read on. After this I'll check the screenshots, if I don't think the mapping is up to par then I will most definitely move on. Not trying to put words in anyone's mouth but if a person is really limited(like myself), technically, they shouldn't be game designing? If you are confident in your project and believe in it, invest in it. RTP only content will really put a distance between you and a wider audience. Having custom sprites and character artwork is a great way to avoid being dragged down by RTP though. I wouldn't say that if a person is limited they shouldn't be designing a game -- they should be practicing so they can design one of higher quality. Working with people who have had more experience is the best way to learn. Following up with gunsage's comment, I'll put in my thoughts. Project 1 - Hey guys, I'm making a game that will be kind of like Game of Thrones, but anime. Here's a screenshot, let me know what you think! Mapping is decent but I'm not into the story idea, I don't think the colors would mesh nicely with a gritty plot. Would pass. Project 2 - Hey guys, I'm making a game that will be like Final Fantasy 6, but not entirely. It will have a lot of really cool dragons and warriors and stuff. I have a screenshot, let me know what you think! Sounds too much like a fan game trying to pull some weight by being inspired by a Final Fantasy game. If more originality was shown further in development I'd consider giving it a shot. The tiles might work here though, I'd just recommend building smaller maps instead of huge cities. Project 3 - Hey guys, I'm nearly finished with a game that- Pass. From this little exercise I learned that it takes some work to impress me with RTP. I agree with the end of his post. Edited August 27, 2015 by CVincent Share this post Link to post Share on other sites
Lord Vectra 414 Posted August 27, 2015 So if you had no idea about my game, World of Chaos, you would skip over it? That's very reassuring. I look at most RTP games briefly. If I find the project has a good presentation through explaining the plot I'll read on. After this I'll check the screenshots, if I don't think the mapping is up to par then I will most definitely move on. Not trying to put words in anyone's mouth but if a person is really limited(like myself), technically, they shouldn't be game designing? If you are confident in your project and believe in it, invest in it. RTP only content will really put a distance between you and a wider audience. Having custom sprites and character artwork is a great way to avoid being dragged down by RTP though. I wouldn't say that if a person is limited they shouldn't be designing a game -- they should be practicing so they can design one of higher quality. Working with people who have had more experience is the best way to learn. Following up with gunsage's comment, I'll put in my thoughts. Project 1 - Hey guys, I'm making a game that will be kind of like Game of Thrones, but anime. Here's a screenshot, let me know what you think! Mapping is decent but I'm not into the story idea, I don't think the colors would mesh nicely with a gritty plot. Would pass. Project 2 - Hey guys, I'm making a game that will be like Final Fantasy 6, but not entirely. It will have a lot of really cool dragons and warriors and stuff. I have a screenshot, let me know what you think! Sounds too much like a fan game trying to pull some weight by being inspired by a Final Fantasy game. If more originality was shown further in development I'd consider giving it a shot. The tiles might work here though, I'd just recommend building smaller maps instead of huge cities. Project 3 - Hey guys, I'm nearly finished with a game that- Pass. From this little exercise I learned that it takes some work to impress me with RTP. I agree with the end of his post. So, technically, they shouldn't use RTP at all? If they are pass rookie level then RTP would be a no-no? Share this post Link to post Share on other sites
+ CVincent 234 Posted August 27, 2015 So, technically, they shouldn't use RTP at all? If they are pass rookie level then RTP would be a no-no? If there is potential then it's better to experiment creating games using alternate assets. Mappers are usually expected to be able to create a variety of environments using different resources. You might even find that your maps are better with other resources than with RTP, perhaps vice-versa. Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 27, 2015 (edited) Well, game making isn't that easy. Sometimes lots of people (99999) are working on just one game and even sometimes it's not that good. So... making a game on 'one-man-army' mode is really challenging. If 99999 people have problems with the quality of their game and sometimes it's a big fail, so imagine how hard you'll have to work to make your game good, when working alone.It's not that RTP is bad, ... but it's not good either. If you're doing a free game, there's no problem - game making can be a hobby for somebody, so why not? Make whatever you want, BUT if you're aiming for wider audience and try to sell your project - I kinda can't imagine achieving success here. Game made in less than a month using premade stuff can't be good as a game made by many people etc. - It's NOT bad, but it's not good either.What I'm trying to say, that's RTP isn't bad, but the competition makes the problem here. "SIMPLE ENOUGH FOR A CHILD; POWERFUL ENOUGH FOR A DEVELOPER."- Everybody can make a game - it's really easy and quick process. Everything is prepared for you, just put stuff here and there and make some dialogues then sell it!>>> Game will NOT be bad, but it will not interest people outside that much.- Do you want to make a professional game? Achieve a success? Use your experience and skills or even make a team and make a really good professional-looking game!>>> Outstanding games look better (for outside audience, as most of them are looking only on covers of the books) and it really can be a great game! I said and bold that many times, but I'll say that once more - RTP is not bad, but it's really harder to achieve a success with it. Have you played many RPG's? Then you may know, that each other is different - from simply different UI and stuff to even whole battle (and other) systems. I'm not talking about the story etc. because the story isn't RTP right? So that's why I'm not talking about it - also it's obvious that a REALLY GREAT story doesn't require fancy stuff. For me, you can make your game full RTP, I don't care - I'll play your game, because why not. But be prepared for bad times - when you release that to public (especially random steam users) ~Of course perhaps your game will achieve a success, who knows? Once again - RTP isn't BAD - I don't care if game is made only of it, but custom stuff can do the thing - make your game original. I'm not judging a book by its cover - for me there's no problem in using RTP, but it'll be not as stunning as professional-made games. Perfect example - MLP has its own style of buildings and such - Imagine how it would look if I'd use RTP... I'd be really sad for breaking the ambiance... I think I did bad for starting making a fan-game of it. First I thought - I don't know how to make games... Oh I know! Let's make a game based on popular thingie and download stuff from the internet! I'm a genius!!! - NOPE. I actually picked wrong, because now I have to make many many many things by myself to fit the source style. I really can't imagine a game like mine being made of RTP stuff. This just would look bad. That said, RTP can't be always used - I really picked the highest difficulty for my first project ever. But I don't give up! I'm spending many many many hours to make it look as it should! ~600 hours [while working on game - not including time spent on forum (learning and stuff) which would be ~2000 hours] and don't have even 1 minute of gameplay, because working hard on making that game look original - and I'm proud of it! I really am! Firstly I was going to make RTP game, due to lack of skills, but ... replacing Eric and others with ponies wasn't good enough for me... There was that feeling - "well, my game really looks original, for sure there was a lot of work put on it..." > then I decided to join the community - learn things, ask for help and now I'm customizing my game as much as I can, even if it takes forever, due to my lack of skills, but I don't care - it is worth it. Damn, again I gone too far and created another wall of text... TL;DL PRO EDITION - RTP isn't bad, but it's harder to achieve success when using only RTP. Edited August 27, 2015 by Rikifive 3 Share this post Link to post Share on other sites
lonequeso 1,921 Posted August 27, 2015 I got 99999 problems, but RTP ain't one. I'm curious to what you think about this, Rikifive. My game has a lot of standard RTP assets. I do have some DLC tilesets, and custom scripts and battlers. I have 10 playable characters and 55 classes, all unique. The majority of the skills/equipment/items are custom. The story is good, really good as is the character development. (those are my specialties). Do you think that's enough to set it apart or do you think people are going to go, "RTP? Yuck!" Also, buy my game. OR ELSE!!! Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 27, 2015 To be honest - DLC does not make it any better - it's still not original ~ same as other resource packs and stuff -- the thing is, you can see it in 99999 other games - BbbbbbUT not saying it's bad! Well, for me it's totally fine ~ It's hard to judge stuff from this point of view as I'm not one of those people - put your game on steam and see what happens. xD In all seriousness ~ - Amount of playable characters/classes and stuff does not make any difference - game can be really great even when involving only ~5 characters; ~15 NPC. (Quality over quantity) - custom scripts & battlers of course sounds good - that's where YOUR style of game comes - Ambience (<<< that word doesn't exist? Or I derp'd something? My 'Grammar Corrector' underlines that) and stuff. - If story is great then awesome! ~ remember that screenshots are your game's 'visiting cards' - that's what common player checks first these days. For me - it's totally fine, but custom stuff always increase the quality and stuff, so it's only optional thing. Share this post Link to post Share on other sites
lonequeso 1,921 Posted August 27, 2015 I'm still a ways off from having even a playable demo. I waiting until I hit a certain point in the story before that. Amount of playable characters/classes and stuff does not make any difference - game can be really great even when involving only ~5 characters; ~15 NPC What if my 10 characters are the greatest, awesomest, coolest characters in the history of mankind? I've played many great RPG's with only four playable characters/party members throughout. If four quality characters are good, ten quality characters should be great. Hopefully, anyway. 99999 playable characters- prolly overkill, but I'd love to see someone attempt it. I really can't imagine a game like mine being made of RTP stuff. This just would look bad. That said, RTP can't be always used Luckily, my game is a very traditional style RPG. One thing just popped in my head. Do you know of a character generator that can make ape-like sprites/faces? Eventually, I'll get to a section of my game, and I really don't wanna make the sprites myself. I saw you were a game developer so, I decided you'b be a good person to ask. Thank you for your input. P.S. Ambience is a word and you used it properly. Dunno why this thing doesn't know that. I just added it to my dictionary Share this post Link to post Share on other sites
Tarq 746 Posted August 27, 2015 (edited) Its getting tiresome being pretty much the only guy defending RTP in all these threads. So I'm going to be brief time around: (Disclaimer: This post is for the people who should be using the RTP but feel obligated to do otherwise from the negative public perception. If you can make good quality resources and it is a deliberate design decision to do so then great.) 1- Graphical quality: You are using default 2d engine. Your graphics are largely 32x32. Your 'superior' graphics are void. 2- Tilesets != mapping: Every time I read these threads too often do people come across as "Oh! This map would look so much better with custom resources!". It wouldn't. Owning custom resources is not the shortcut to knowing how to use them well. 3- Gameplay > Aesthetics: I seem to remember a time when people used to knock devs for spending all their time and budget on the graphics side of a game. Either way, I find the constant use of the same half-dozen battle systems, the same functionality scripts, the same auxilliary scripts, to be much more detrimental to the engine's perception than the use of the same graphics. But its cool, a new paint job will fix that. 4- Learn to minmax: You need a barrel for a cellar but you turn your nose up to the ~three good quality ones that you've already paid for because they're in other people's games? That barrel must be super important to how your game will be perceived. If you're spending 500 hours making subpar resources instead of making a good game focussing on the things you can actually bring to the table then you've wasted 500 hours. 'Originality' != 'Quality'. There's other reasons, ofc, why the RTP is great. And before you add it on, not just for beginners. Its not lazy to use RTP, its not cheap; its recognising limitations and working feasibly within them. It is, however, elitist as hell to say a game featuring RTP is inherently worse for it or not worth your attention. Edit: x3 ^ this is me being brief. Edited August 27, 2015 by Tarq 1 Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 27, 2015 (edited) What if my 10 characters are the greatest, awesomest, coolest characters in the history of mankind? I've played many great RPG's with only four playable characters/party members throughout. If four quality characters are good, ten quality characters should be great. Hopefully, anyway. 99999 playable characters- prolly overkill, but I'd love to see someone attempt it. Of course it really depends ~ 4 characters can be as good as 999 - it depends on game developer. Copy & pasting is the worst thing, so it's better to have less characters, but with personality. Luckily, my game is a very traditional style RPG. One thing just popped in my head. Do you know of a character generator that can make ape-like sprites/faces? Eventually, I'll get to a section of my game, and I really don't wanna make the sprites myself. I saw you were a game developer so, I decided you'b be a good person to ask. Thank you for your input. [sPACE FOR YOUR AD HERE! CALL 536-LOL-764] Well, the fact I'm a game developer doesn't mean I'm a good game developer. =P If it's traditional then it's okay. Everybody can do whatever they want - to fit the style and things. I opened character generator once, it's absolutely not my style (In general) and I simply disliked that. But that's my personal thought. Its getting tiresome being pretty much the only guy defending RTP in all these threads. So I'm going to be brief time around: (Disclaimer: This post is for the people who should be using the RTP but feel obligated to do otherwise from the negative public perception. If you can make good quality resources and it is a deliberate design decision to do so then great.) I really tried to say that many times and bold all of this - I don't have anything against RTP. =) I'm not judging games by their appearance (and you know that ^^ I hope xD), but I really love seeing something new. Of course either RTP and custom stuff requires skills to use that well. IDK what happened to that quote - I couldn't stop myself. xD Edited August 27, 2015 by Rikifive Share this post Link to post Share on other sites
Tuckie 59 Posted August 27, 2015 (edited) Blah blah graphics don't make the game blah blah focus on the gameplay. From a development perspective, I don't see much of an issue in using thr RTP graphics for your game, it's what they're designed for. What I feel the RTP is best for would be small development teams, who don't have much skill with making assets to not have to worry about the game's aesthetic. Not everyone is an artist, nor has the funds to purchase custom graphics or hire someone dedicated to art. The RTP allows developers to skip right to the part of development that is the most important and fun, which would be actually making the game or story. However, in a case like that, with the freedom to not have to worry about graphics like that, I would expect the developers to be picking up on the slack in other areas of the game. For example, imagine some sort of a game jam event. Contestants have one month to complete a rudementary and relatively bug free game (for this example theme and mechanics won't be detailed, but note rules regarding them exist) and submit it before the deadline. One team gets started straightaway, using the engine's default resources, while the other spends the first week making custom resources. Right off the bat, there is a noticeable difference in the amount of development time allotted to the two groups. The first group has a whole extra week to focus on refining gameplay mechanics or simply adding more content to the game, which if I'm correct in understanding, are two majorly important elements and will be the primary reason people will want to play your game. In addition, the first group will have immediate access to a larger variety of resources, they could build environments in several biomes or landmasses while the second team may only be able to flesh out one or two different area types. But now comes the commentary on the RTP itself. Just because the first group used default resources, to a degree this does NOT mean that they don't or can't have a unique gameplay aesthetic. They can use elements like lighting scripts and screen tinting to better effectively set a mood. The custom graphics group may be able to add features like this as well, but they certaintly won't have very much time to refine those, and it would detract from developing other elements of the game, like making maps and story.Now, not all game development cycles are game jams nor do they necessitate deadlines. I merely used the setting to better illustrate that it takes a LOT of time to develop recourses, and even more to properly implement them. For a lot of people, the RTP will simply look better than the graphics they threw together in MS Paint, and taking the time to really become skilled at pixel art will only take away from development. It's not about whether or not you use RTP graphics, it's HOW. Though it certaintly won't hurt to include a few custom sprites, as others have said. Like, at least maybe get a couple good character portraits drawn, the RTP's are super boring. On a side note, I personally don't really like the RTP graphics, or at least VX Ace's. They feel utterly bland, and don't follow many of the basic rules of pixel art. I understand it's important to not be overly stylized with these particular graphics, so as to fit the tones and themes of all sorts of projects, but I don't really get that much of an RPG vibe from VX Ace's RTP. Edited August 27, 2015 by Tuckie 1 Share this post Link to post Share on other sites
lonequeso 1,921 Posted August 27, 2015 Well, the fact I'm a game developer doesn't mean I'm a good game developer. =P I'm still working on my first game so you're ahead of me regardless. Its getting tiresome being pretty much the only guy defending RTP in all these threads. So I'm going to be brief time around: (Disclaimer: This post is for the people who should be using the RTP but feel obligated to do otherwise from the negative public perception. If you can make good quality resources and it is a deliberate design decision to do so then great.) I've done exactly 0% research on how well perceived or how marketable a game made using RTP is. This thread has actually been very helpful providing some insight on that. That being said: Personally, I like RTP. Overall, it's a good system. It's a bit simple, but that's because it was created to be easily customized. Anyone creating a FTP game shouldn't be concerned about how RTP is perceived. If your game is fun to play and has a decent story, people will play it. I was curious to how marketable they are. I'm not even particularly concerned. I've put way too many hours into my game to just say f*** it and quit. I've also gone too far to go back and change the style. I'm staying the course no matter what. I just wanted to know what to expect. I didn't think I'd become a millionaire or anything, but ya know Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 27, 2015 I'm still working on my first game so you're ahead of me regardless. Eh... I'm also working on my very first game ever. xD ------------------------------------------------------------------------------------------- About RTP - Okay okay, I'll say that straight - I disliked many things in RTP, because it's completely not to my liking, the characters are weird and funny as well as the standard window skins and menus, which look just bad for me and seeing it everywhere makes me kinda sick, but I'm not judging anyone, nor any games that use RTP - when I'm giving feedbacks, I'm simply skipping the 'graphics' part and talk about story and other things the developer has put in. I really cannot do anything about it, I just didn't liked it, but as I said - This is my personal problem I guess and I'll NOT AVOID ANY GAME, BECAUSE OF THAT. There are still other things to see, not just graphics. That's why a game with even silly, but custom graphics etc. make me interested - just to see something new sometimes. BUT your game will not be worse, because of RTP. (and kinda games with 100% RTP are more like 'mappacks' rather than 'games' - some changes really does the thing (not saying about graphics) ) Now you can kill me, I'm a really bad person, I know - I'm really sorry for saying all of this, don't take it personally. Now you can say how much you don't agree and hate this post. I think it's enough of me on this thread. Share this post Link to post Share on other sites
Squires 35 Posted August 27, 2015 (edited) Yup, if a game is made only with RTP stuff, then it's not that 'original' and people will forget about your game quickly. Imagine what would happen if every single RPG would like for example a FF games. The same system, the same windows, the same characters, the same graphics, but only different story. That's how more or less RTP games look like for other people (that not uses RM) Some people love RTP, some don't, but in general if your game will be special, then it'll be more memorable. For example - some people wants to recreate battle system from FF, some people wants to recreate HUD etc. from some other game etc. etc. There will not be people, that would like to recreate something from 100% RTP game, because... what they could do? Recreate Eric and put him in their game? After beating such a game there'll be "Oh nice story, okay next game! *opens up folder with tons of RM games*". Mm... actually it's hard to explain the thing using text... Well... Maybe that way: There are tons of RTP RM games - if you make your game special, then it'll be really outstanding and people will be impressed and you'll get questions like "Woah! How did you do that!" "That's awesome! Was that even possible to make all of this in RM?" ... Let's say RTP is classic - you can stay in that theme along many other games, or make something amazing, that'll catch attention of players. Q: RTP is bad? A: No, it's not bad, the stuff in here is good and of course you can use it. Q: Why some people hate RTP? A: Because they probably saw 99999 exactly the same games and another one does not make any difference. Also, making a game with only RTP is simply easier, as it's just kinda making a game out of puzzles. When people sees a game like this, they're thinking "LOL another RM game, well it's exactly like 9999 other games I saw". I'm not saying, that I'm thinking like this, but don't forget, that most of people are judging a book by its cover these days. Q: So, how much RTP can I use then? A: You can make a game using only RTP stuff, why not. BUT if you want to make an outstanding more professional and stuff game, then you should consider customizing some things, besides changing face from Eric to IDK Ralph. Q: But I can't do that stuff, I'm just good at story telling... =( A: If your game is more focused on story without RPG theme (no fights etc.), then graphics and system isn't that necessary. As long as the story will be great, it can handle the whole game. The only thing to consider would be adding custom music to create proper ambiance. If your story is touching and stuff, then it would be awkward to hear 'battle 1' theme in background... Q: Will people avoid my game, because it has RTP in it? A: Some people love RTP (especially people, who uses that engine or simply loves JRPGs), but be aware, that there are many people, that will hate it (especially people, who don't use that engine ~random steam users etc.) ~ I remember, when someone (on this community) said once, that he/she got comment like this on steam "Downloaded that, played, enjoyed, realized it was made in RPG Maker - uninstalled that. That was not worth downloading this" < actually, it's not my random thought - it's based on true story. I saw that when I was new here ad somebody was asking about similar question (If I remember correctly). But still, don't worry, there will be many people who will love your game - including myself. Q: So... basically the less RTP, the better the game? A: It depends on game type, and of course people likes different things. but it's kinda obvious, that if you can make something original, then do it - it will make your game only better - customize and create wonderful gameplay, so people would be jealous! >=] Q: What are you doing? It's not a tutorial! A: I have no idea what happened, it came out of nowhere. Q: I was just joking, it's a really cool tutorial! I guess... Anyway, can I like your post? A: Of course you can. TL;DR version PRO EDITION: RTP isn't bad, but custom stuff is always welcome. =] Is it just me or does this post have a blue-ish tint to it? 0.o Edit: Whoops, I forgot the spoilers. Edited August 27, 2015 by Outlaw Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 27, 2015 (edited) Is it just me or does this post have a blue-ish tint to it? 0.o Edit: Whoops, I forgot the spoilers. Yes, it does. *it's dark-purple like all things around me =P* Also, I want to add that the tiles are totally OK in RTP, these are actually good. Edited August 27, 2015 by Rikifive Share this post Link to post Share on other sites
lonequeso 1,921 Posted August 27, 2015 the characters are weird and funny That part I agree with. There are some weird looking face sprites especially the female ones. Sometimes it's good. Like when you want to make someone cross-eyed or give them fangs. So far, I've made due with what it offers. Then again, my characters aren't ponies There are some custom character generators out there. I remember seeing one that was really just an expanded version of the default char. gen. I haven't played with it yet, but i probably will eventually. Maybe when I start working on the next continent. . . Share this post Link to post Share on other sites
Rikifive 3,411 Posted August 27, 2015 (edited) the characters are weird and funny That part I agree with. There are some weird looking face sprites especially the female ones. Sometimes it's good. Like when you want to make someone cross-eyed or give them fangs. So far, I've made due with what it offers. Then again, my characters aren't ponies There are some custom character generators out there. I remember seeing one that was really just an expanded version of the default char. gen. I haven't played with it yet, but i probably will eventually. Maybe when I start working on the next continent. . . Actually the characters aren't that bad, but I simply disliked the whole style of these characters. That's my personal point of view - so I'm not telling anybody to not use that. Edited August 27, 2015 by Rikifive Share this post Link to post Share on other sites
lonequeso 1,921 Posted August 27, 2015 I'm okay with the characters. I don't absolutely love them. But I don't hate them either. I really should use another generator with some more options. Nothing too far removed from RTP, but I'm going to need more variety. I'm well into the hundreds with NPC's. I'll easily eclipse 1,000 when I'm done. Plus, there's the issue of the apes. Best RTP can do is give 'em tails. Share this post Link to post Share on other sites
dipping dots 68 Posted August 28, 2015 (edited) @Tarq Most people here don't hate RTP. It doesn't look half bad. I have a particular dislike for Ace's RTP, but nothing very serious. It's not like everyone wants to make a fantasy game either. CVincent and gunsage pretty much nailed what I thought about Ace's RTP. Of course, I may be biased, considering I'm an artist, hence graphics aren't much of a concern for me. I still use pieces of third-party tiles when I parallax, though. Why limit yourself to fantasy RTP when there's oodles of free-to-use resources to plug in at the sake of a few extra minutes and some googling? Im not aiming this at anyone, it just makes me wonder. Edited August 28, 2015 by RainingJelly 1 Share this post Link to post Share on other sites
FranklinX 78 Posted August 29, 2015 (edited) Does this question includes the character generator? I don't think the RTP is bad. It's useful for developers without the knowledge and skills to create custom graphics. If someone does not want to play my game because I use RTP graphics, then that's their choice. I will face the consequences for my decision. Most players will ignore games with RTP. It's unoriginal and the graphics are in so many graphics. How many games has Ralph starred in? I don't mind playing games with RTP. The RTP has a bad reputation because there are so many horrible games made with the engine. It's guilty by association. Edited August 29, 2015 by FranklinX Share this post Link to post Share on other sites